+void BC_Texture::draw_texture(
+ float in_x1, float in_y1, float in_x2, float in_y2,
+ float out_x1, float out_y1, float out_x2, float out_y2)
+{
+#ifdef HAVE_GL
+ glBegin(GL_QUADS);
+ glNormal3f(0, 0, 1.0);
+ glTexCoord2f(in_x1, in_y1); glVertex3f(out_x1, out_y1, 0);
+ glTexCoord2f(in_x2, in_y1); glVertex3f(out_x2, out_y1, 0);
+ glTexCoord2f(in_x2, in_y2); glVertex3f(out_x2, out_y2, 0);
+ glTexCoord2f(in_x1, in_y2); glVertex3f(out_x1, out_y2, 0);
+ glEnd();
+#endif
+}
+